This commit is contained in:
Zhou 2024-11-22 14:16:13 +08:00
commit 7766829b4f
6 changed files with 327 additions and 69 deletions

View File

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m_Name:
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allHouseContro: {fileID: 142654723}
JiaWoniu:
@ -8331,7 +8360,7 @@ MonoBehaviour:
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View File

@ -3631,7 +3631,7 @@ RectTransform:
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View File

@ -247,12 +247,14 @@ public class AllHouseContro : MonoBehaviour
battleRoyaleGameDetails();
LoadPanel.instance.ShowPanel();
player.gameObject.SetActive(true);
CanMoveWoniu();//允许蜗牛移动
ClearText();
//ReHouseText();
BoosReturn();
player.ReturnStartPos();
allother.Reflash();//假蜗牛随机
allother.HideJiaWoniu();
// allother.Reflash();//假蜗牛随机
allother.ClearAllWoniu();
IsHideLoadPanel = false;
GetInfo516();

View File

@ -1,3 +1,4 @@
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
@ -6,13 +7,15 @@ using static UnityEngine.UIElements.UxmlAttributeDescription;
public class Allother : MonoBehaviour
{
//public List<otherWoniu> otherWonius=new List<otherWoniu>();
public List<otherWoniu> otherWonius;
// public List<HouseBtn> House;//蜗牛进入的父物体
public GameObject OtherWoniuPre;//其他蜗牛预制体
public AllHouseContro allHouseContro;
public List<GameObject> JiaWoniu;//场下留下的假蜗牛
private List<GameObject> hiddenSnails = new List<GameObject>(); // 用来记录未显示的蜗牛
public Transform ReTurnPos;//返回点
// Start is called before the first frame update
void Start()
@ -26,24 +29,55 @@ public class Allother : MonoBehaviour
// CreateWoniu();//创建蜗牛
//}
//public async void ControWoniuToMove()
// {
// foreach (otherWoniu item in otherWonius)
// {
// await Task.Delay(1000);
// item.OtherWoniuMove();
// }
// }
//public async void ControWoniuToMove()
// {
// foreach (otherWoniu item in otherWonius)
// {
// await Task.Delay(1000);
// item.OtherWoniuMove();
// }
// }
public void Reflash()//假蜗牛随机
public void HideJiaWoniu()
{
// 初始化时将所有蜗牛隐藏,并添加到未显示列表
foreach (GameObject go in JiaWoniu)
{
go.GetComponent<RectTransform>().anchoredPosition = new Vector2(Random.Range(-350, 350), Random.Range(-80, 80));
go.SetActive(false);
hiddenSnails.Add(go);
}
}
public void Reflash() // 随机显示假蜗牛
{
if (hiddenSnails.Count == 0)
{
Debug.Log("所有假蜗牛都已显示!");
return;
}
// 每次随机显示一定数量(例如 1 到 3 个)
int numToShow = Random.Range(1, Mathf.Min(4, hiddenSnails.Count + 1));
for (int i = 0; i < numToShow; i++)
{
// 随机选择一个未显示的蜗牛
int randomIndex = Random.Range(0, hiddenSnails.Count);
GameObject snail = hiddenSnails[randomIndex];
// 设置位置
snail.GetComponent<RectTransform>().anchoredPosition = new Vector2(
Random.Range(-350, 550),
Random.Range(0, 40)
);
// 显示蜗牛
snail.SetActive(true);
// 从未显示列表中移除
hiddenSnails.RemoveAt(randomIndex);
}
}
@ -54,16 +88,23 @@ public class Allother : MonoBehaviour
{
if (house.otherWonius != null)
{
for (int i = 0; i < house.otherWonius.Count; i++)
{
Destroy(house.otherWonius[i].gameObject);
}
house.otherWonius.Clear();
}
}
for (int i=0;i<otherWonius.Count;i++)
{
if (otherWonius[i] != null)
{
DOTween.Kill(otherWonius[i].gameObject);
Destroy(otherWonius[i].gameObject);
}
}
otherWonius.Clear();
}
//清空指定房间蜗牛
@ -77,17 +118,24 @@ public class Allother : MonoBehaviour
{
for (int j = 0; j< allHouseContro.HouseBtnList[i].otherWonius.Count; j++)
{
Destroy(allHouseContro.HouseBtnList[i].otherWonius[i].gameObject);
if (allHouseContro.HouseBtnList[i].otherWonius[j].gameObject!=null)
{
}
Destroy(allHouseContro.HouseBtnList[i].otherWonius[j].gameObject);
}
allHouseContro.HouseBtnList[i].otherWonius.Clear();
}
}
}
//对应房间蜗牛回起始点
public void ReturnstartPos(int roomNo)
public IEnumerator ReturnstartPos(int roomNo)
{
allHouseContro.ControAllDoorOpen();
for (int i = 0; i < allHouseContro.HouseBtnList.Count; i++)
{
if (allHouseContro.HouseBtnList[i].roomNo == roomNo)
@ -95,6 +143,8 @@ public class Allother : MonoBehaviour
for (int j = 0; j < allHouseContro.HouseBtnList[i].otherWonius.Count; j++)
{
allHouseContro.HouseBtnList[i].otherWonius[j].GetComponent<OtherMove>().EndPos = ReTurnPos;
allHouseContro.HouseBtnList[i].otherWonius[j].GetComponent<OtherMove>().ReTurnStartPosMove();
yield return new WaitForSeconds(0.3f);
}
allHouseContro.HouseBtnList[i].otherWonius.Clear();
}
@ -103,36 +153,38 @@ public class Allother : MonoBehaviour
public void CreateWoniu()
{
foreach (HouseBtn house in allHouseContro.HouseBtnList)
{
for (int i = 0; i < house.roomUserNo-house.otherWonius.Count; i++)
{
//public void CreateWoniu()
//{
// foreach (HouseBtn house in allHouseContro.HouseBtnList)
// {
// for (int i = 0; i < house.roomUserNo-house.otherWonius.Count; i++)
// {
// 在指定范围内随机生成位置
float randomX = Random.Range(-250f, 250f); // X轴范围
float randomY = Random.Range(-80f, 80f); // Y轴范围
Vector2 randomPosition = new Vector2(randomX, randomY);
// // 在指定范围内随机生成位置
// float randomX = Random.Range(-250f, 250f); // X轴范围
// float randomY = Random.Range(-80f, 80f); // Y轴范围
// Vector2 randomPosition = new Vector2(randomX, randomY);
// 实例化蜗牛
GameObject ot = Instantiate(OtherWoniuPre, transform);
ot.GetComponent<RectTransform>().anchoredPosition = randomPosition;
// // 实例化蜗牛
// GameObject ot = Instantiate(OtherWoniuPre, transform);
// ot.GetComponent<RectTransform>().anchoredPosition = randomPosition;
// 添加到蜗牛列表并设置其行为
// // 添加到蜗牛列表并设置其行为
house.otherWonius.Add(ot.GetComponent<otherWoniu>());
ot.GetComponent<otherWoniu>().OtherWoniuMove(house); // 移动到目标房间
// house.otherWonius.Add(ot.GetComponent<otherWoniu>());
// ot.GetComponent<otherWoniu>().OtherWoniuMove(house); // 移动到目标房间
Debug.Log("生成蜗牛,随机位置:" + randomPosition);
}
}
// Debug.Log("生成蜗牛,随机位置:" + randomPosition);
// }
// }
}
//}
public void startIEmove()
{
StartCoroutine(IECreateWoniu());
Reflash();
}
public IEnumerator IECreateWoniu()
{
@ -144,6 +196,7 @@ public class Allother : MonoBehaviour
GameObject ot = Instantiate(OtherWoniuPre, transform);
ot.GetComponent<RectTransform>().anchoredPosition = new Vector2(Random.Range(-250, 250), Random.Range(-80, 0));
house.otherWonius.Add(ot.GetComponent<otherWoniu>());
otherWonius.Add(ot.GetComponent<otherWoniu>());
ot.GetComponent<otherWoniu>().OtherWoniuMove(house);//进房间
Debug.Log("生成蜗牛");

View File

@ -196,7 +196,7 @@ public class OtherMove : MonoBehaviour
objectToMove.GetComponent<PlayerMovePos>().StartPos = EndPos;
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 0);
// rectTransform.anchoredPosition = new Vector2(rectTransform.anchoredPosition.x + Random.Range(-100, 100), rectTransform.anchoredPosition.y);
@ -213,26 +213,130 @@ public class OtherMove : MonoBehaviour
objectToMove.GetComponent<PlayerMovePos>().IsLeft = true;
Rotate();
}
rectTransform.DOAnchorPosX(rectTransform.anchoredPosition.x + range, 1f).SetEase(Ease.Linear);
rectTransform.DOAnchorPosX(rectTransform.anchoredPosition.x + range, 1f).SetEase(Ease.Linear).OnComplete(() => { objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 0); });
});
//});
}
public void AfterReMove()
{
Debug.Log("其他蜗牛返回起点");
RectTransform rectTransform = objectToMove.GetComponent<RectTransform>();
//objectToMove.DOMoveY(objectToMove.position.y + 100, 0.5f).OnComplete(() => {
rectTransform.DOAnchorPosY(rectTransform.anchoredPosition.y+Random.Range(-200,-20), 0.5f).SetEase(Ease.Linear)
.OnComplete(() => {
// rectTransform.anchoredPosition = new Vector2(rectTransform.anchoredPosition.x + Random.Range(-100, 100), rectTransform.anchoredPosition.y);
float range = Random.Range(-350, 350);
// 判断物体是否需要旋转
if (range > 0 && objectToMove.GetComponent<PlayerMovePos>().IsLeft)
{
objectToMove.GetComponent<PlayerMovePos>().IsLeft = false;
// 旋转物体使其面向左侧绕Y轴旋转180度
Rotate();
}
else if (range < 0 && !objectToMove.GetComponent<PlayerMovePos>().IsLeft)
{
objectToMove.GetComponent<PlayerMovePos>().IsLeft = true;
Rotate();
}
rectTransform.DOAnchorPosX(rectTransform.anchoredPosition.x + range, 1f).SetEase(Ease.Linear).OnComplete(() => { objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 0); });
});
//});
}
public void ReTurnStartPosMove()
{
Debug.Log("启动其他蜗牛移动");
// 提取路径中的所有点的位置
Debug.Log("路径长度" + pathPoints.Length);
for (int i = 0; i < pathPoints.Length; i++)
{
Debug.Log("其他蜗判断终点");
if (objectToMove.GetComponent<PlayerMovePos>().StartPos == pathPoints[i])
{
startIndex = i;
//Debug.Log("Startindex"+i);
}
if (EndPos == pathPoints[i])
{
endIndex = i;
//Debug.Log("Endindex" + i);
}
}
if (endIndex > startIndex)
{
Debug.Log("其他蜗牛分配路径");
duration = (endIndex - startIndex) / Speed;
Vector3[] waypoints = new Vector3[endIndex - startIndex + 1];
for (int i = startIndex, j = 0; j < pathPoints.Length && i <= endIndex; i++, j++)
{
if (!JudagePos1() && pathPoints[i] == JumpPos)
{
waypoints[j] = pathPoints[i - 1].position;
continue;
}
waypoints[j] = pathPoints[i].position;
}
OnReMove(waypoints);
}
else if (endIndex < startIndex)
{
duration = (startIndex - endIndex) / Speed;
//duration = (startIndex-endIndex) / Speed;
Vector3[] waypoints = new Vector3[startIndex - endIndex + 1];
for (int i = startIndex, j = 0; j < pathPoints.Length && i >= endIndex; i--, j++)
{
if (!JudagePos1() && pathPoints[i] == JumpPos)
{
waypoints[j] = pathPoints[i + 1].position;
continue;
}
waypoints[j] = pathPoints[i].position;
}
OnReMove(waypoints);
}
}
public void Rotate()
{
@ -280,4 +384,44 @@ public class OtherMove : MonoBehaviour
})
.OnComplete(AfterMove);
}
public void OnReMove(Vector3[] waypoints)
{
Debug.Log("其他蜗牛开始移动");
objectToMove.GetComponent<PlayerMovePos>().PlayAni.SetInteger("State", 1);
MoveOutParent();
Tween pathTween = objectToMove.DOPath(waypoints, duration, PathType.Linear)
.SetEase(Ease.Linear) // 设置线性过渡效果
.SetLoops(isLooping ? -1 : 0)
.OnWaypointChange((index) =>
{
// 当物体到达某个路径点时回调
if (index < waypoints.Length - 1)
{
Vector3 currentWaypoint = waypoints[index];
Vector3 nextWaypoint = waypoints[index + 1];
// 判断物体是否需要旋转
if (nextWaypoint.x < currentWaypoint.x && !objectToMove.GetComponent<PlayerMovePos>().IsLeft)
{
objectToMove.GetComponent<PlayerMovePos>().IsLeft = true;
// 旋转物体使其面向左侧绕Y轴旋转180度
Rotate();
}
else if (nextWaypoint.x > currentWaypoint.x && objectToMove.GetComponent<PlayerMovePos>().IsLeft)
{
objectToMove.GetComponent<PlayerMovePos>().IsLeft = false;
Rotate();
}
}
})
.OnComplete(AfterReMove);
}
}

View File

@ -43,6 +43,8 @@ public class PlayerMove : MonoBehaviour
public Transform SelfTextTrans;
public Transform SelfImage;
public bool IsOtherWoniu;
public PlayerMove player;//Íæ¼Ò
private void Start()
{
Speed = 2f;
@ -366,11 +368,31 @@ public class PlayerMove : MonoBehaviour
GetComponent<BossContro>().BossAni.SetInteger("State", 2);
yield return new WaitForSeconds(3f);
GetComponent<BossContro>().BossAni.SetInteger("State", 0);
foreach (int nos in allHouseContro.KillNos)
if (allHouseContro.KillNos.Count>0)
{
GetComponent<BossContro>().allother.KilltheWoniu(nos);
foreach (int nos in allHouseContro.KillNos)
{
GetComponent<BossContro>().allother.KilltheWoniu(nos);
if (allHouseContro.roomNo==nos)
{
player.gameObject.SetActive(false);
}
}
foreach (HouseBtn houseBtn in allHouseContro.HouseBtnList)
{
foreach (int nos in allHouseContro.KillNos)
{
if (houseBtn.roomNo!=nos)
{
StartCoroutine( GetComponent<BossContro>().allother.ReturnstartPos(houseBtn.roomNo));
}
}
}
allHouseContro.KillNos.Clear();
}
allHouseContro.KillNos.Clear();
BettingBtn.instance.GiveMoney(room_id);
yield return new WaitForSeconds(2f);
//allHouseContro.BoosReturn();